A fast Action RPG at its core, I Shall Remain combines role-playing elements with survival and strategic aspects, and creates a blend never before seen. Through complex, real-time character progression and RPG system, over a hundred abilities to learn and shape your experience, dozens of weapons and enhancers, thousands of Infected, over...

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you
should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“I Shall Remain Early Access focuses on obtaining valuable game related feedback on features and implementation, at the same time allowing us to move faster with the product development. We are confident we will provide a better and more engaging experience with the help of the community and that the game will improve it in ways we would not expect to do so otherwise.”

Approximately how long will this game be in Early Access?

“The game will be in Early Access for about a year, the plan to release in June/July 2015.”

How is the full version planned to differ from the Early Access version?

“The full version of the game will have all the content in (25+ hours of game-play for a straight play-through, a lot more for the adventurous player) and all promised features. Also, depending on the feedback, we will add any of the features the community suggests as long as it improves the overall game experience.

What is the current state of the Early Access version?

“The current state of the game is stable Alpha and very playable. There's around 25+ hrs of game time for a first play-through but since the game already supports partly randomized loot and multiple levels of difficulty, one can play it for longer. There's also the Survive! the night game type which can be played for a few good hours as well and allow people to fast track through the RPG system and Infected types.

The current version contains all features specified in the game description. We might not be using all to the full extent in the currently developed content but they are there nevertheless, testing and improving alongside all other game aspects.”

Will the game be priced differently during and after Early Access?

“It's possible that the final version will have a higher price.”

How are you planning on involving the Community in your development process?

“We are all ears to the community feedback on forums and emails, we are considering everything they have to say (already few of the features we are working on is feedback community members suggested or agreed as being helpful) about the current game content/features.”

July 31

A new Hot Fix is in. The prologue character has the same behavior and animations as the one in the story now, fixed crashes in certain maps and dealt with the issue the game not starting because of bad resolution setup. Infected characteristics have been adjusted to have a more engaging game second half as well.

Thanks everybody for playing and giving feedback, greatly appreciated!

- Adjusted weapon sounds to take the overall volume into account as well (shooting/reloading)
- Changed the perk for main character in prologue to Agent instead of Civilian
- Fixed setting the appropriate keys for pickup item and drink actions when set keys to default
- Weapons adjusted so they look better when hold in idle
- Made selection item in Journal lists more visible
- Adjusted the contextual menus position with current resolution in inventory window
- Updated CJ character in prologue and added all new animations (the prologue map main character behaves similar to the one in the Story)
- Fixed wire fences in Bayonne streets
- Removed CJ's hat in prologue
- Adjusted High Caliber Death doctrine
- Fixed infected female ragdoll/infected fat mesh and skeleton (this should fix the crashing in the three maps we had issues with)
- Increased katana damage
- Small text correction in quest names
- Shotgun reload/shoot issue fixed (the player can shoot once at least one bullet is loaded)
- Initial screen resolution taken from the system in a different manner (always takes the desktop window size from primary monitor). Should work better in multi monitor setups
- Fix for rifle/snipe rifle weapon angle (was too wide and unrealistic)
- Rifle/ranged weapons orientation adjusted for the newer models/animations
- Fixed "cannot upgrade weapon level even when you have the scraps requirement" issue.
- Flamethrower effect adjusted so it starts at the weapon tip
- Removed the obvious spots on CJs jacket
- Idle melee is simple idle for main character now
- Linger spawner quick event location adjusted (so it is synchronized with the quick event)
- Prologue boss and text appear at the same time now
- Main character translation in some of the maps (visible when rotating, would rotate to a center that wasn't the mesh center but somewhere in front of him)
- Unique weapons always have 5 weapon bonuses
- Fixed UI elements showing when selecting "Last Safe" option to respawn and the game reloaded
- Fixed for having the cursor show correctly when disappearing as a result of AltTab
- Added Gunner in Infected window
- Adjust Mortal Strike doctrine
- Fixed animation glitch when started reloading but had no ammo to reload (if we don't have ammo we don't try to reload at all)
- Gunner/marauder infected UI text changes
- Increased the effectiveness of infected at higher levels (this should make the second half a bit more engaging)
- Extra set to check for fullscreen resolutions. If the game wants to start in resolution that is not supported it will revert to windowed (which works for any resolution) and overrides the main.ini so next time it will start with this setting
- Debt experience description added
- Reduced the attack speed bonus of Fist of Kowlaq from 25% to 20%.
- House bases fixed throughout the maps
- Maps adjustments and fixes

July 24

A new Hotfix (0.9.3.5) is here. More player animations are in (for Story mode only yet, weapon reload, idle/walking /running with each weapon) and a bunch of crashes were fixed. Adjustments made in many maps and z-fighting issues removed from the new building bases.

This Hotfix resets options as well, so everyone who changed the default should go ahead and adjust them once more.

Thanks everybody for playing!

- Fixed the Andrea's discussion after we found the ****
- Change unique chainsaw name to The Obituary.
- Fixed particle systems that caused exceptions in debug mode
- Adjustments to how we are storing fire fx on rag-dolls (prone to issues and possible crashes)
- Beth-Israel map map adjusted for a possible crash
- Fixed wrong base buildings throughout
- When we press space we cannot talk to controlled teammates anymore (we can only start a discussion with them from within their UI)
- Fixed the way the machine gun sound has been activated
- Wrong physics material setup for Holland Train Station for the ground shape
- Fixed 'enemy trying to ram from behind fences'
- Reload weapon animation added for player (per weapon type)
- The weapon starts shooting automatically after reloading if the shooting buttons are pressed already
- Fixed reload issue with second controller
- Idle animations per weapon type, added for the player
- Adjusted Sally dialog text conditions
- Decreased the pathfinder step for straight directions for zombies (should minimize zombies getting stuck)
- Fix "reload time is reduced with each use when bonuses exists" issue.
- One basic infected won't use the rag-doll anymore (there's a crash related to that rag-doll it seems)
- Walk/run animations per weapon type for main character are in
- Sub-machine gun reload sound adjusted
- Added sound noise reduction to flamethrower
- Fixed not having Andrea cycle in revive animation after a revive action
- Adjustments for z fighting buildings
- Infected growl happening percentage decreased by 30%
- Adjusted Staten Island, removed reinforced building versions (couldn't use a base for them)
- Fixed for weapon sounds (or sounds of any kind) which gone mute after a while
- All discussions adjusted to have good titles in Journal
- Adjusted loading and game over screens with proper translation
- Fixed not starting Kramer quick event
- Fixed small spawner issue in Staten Island
- Adjust CJ's name in discussions to be used to get the right icon.
- Fixes to have the prologue work correctly with the new player animations (the animations are not yet showing in prologue, will be in the next update)
- Fatigue note text was too big, shorten it
- Adjusted the title of final storyboards.
- Changed bld_fire_exit meshes
- Fixed brick fence stretching textures
- Changed some fire exit positions in starting story map
- support to override full-screen default by parameter in the ini file (should allow people to overcome the issue with wrong desktop resolution report)

Welcome to I Shall Remain!

First of all, thank you for showing interest in I Shall Remain. Don't hesitate to get involved and support the development if the game sparks your interest. Moreover, by choosing to support I Shall Remain in Early Access, you give us the chance to make it the game you want it to be.

Thank you and welcome to I Shall Remain!

I Shall Remain - Complete Soundtrack

Because of the appreciation our game soundtrack has been receiving, we decided to make it public. Enjoy!
https://www.youtube.com/watch?v=GuGqUGAwS-w

About This Game

A fast Action RPG at its core, I Shall Remain combines role-playing elements with survival and strategic aspects, and creates a blend never before seen. Through complex, real-time character progression and RPG system, over a hundred abilities to learn and shape your experience, dozens of weapons and enhancers, thousands of Infected, over twenty mutations, tens of NPCs and teammates, within a twenty hour long story campaign, ISR offers plenty for everybody.

I Shall Remain is a Post Apocalyptic Action Role-Playing game with survival aspects. Set in an alternate history at the end of the Second World War, when Nazis managed to release a deadly virus over US territory, the game tells the story of two brothers and their intricate relation with the apocalyptic world that emerges in the wake of the disastrous Z0M81 pandemic.

Discover the truth about the infection and decide the future of the human race. Experience the story-driven, immersive gameplay enhanced by a dynamic real-time day-night system and the mood affecting weather system. You get to share your journey with as many as 7 other AI controlled teammates, each with their own story to tell, encounter multiple NPCs, traders and trainers and thousands Infected that you'll have to battle using over 30 weapons, from baseball bats to automatic machine guns and flame throwers and, from time to time, even tanks.

Weapons - The weapons in I Shall Remain are grouped in categories. We have melee weapons (knives, baseball bats, planks, crowbars), small weapons (pistols, submachie guns), rifles (shotguns, different kinds of rifles) and heavy ones (heavy machine guns, flamethrower, bazooka). The total number of weapons is over 30 with each weapon having at least 4 levels of configuration each level giving you different effects the weapon can have over the enemies and yourself when used or equipped. Ammo can as well be imbued with serum for additional damage.

Throwables - Aside weapons the player can throw grenades and plant mines for infected to step on and explode.

Pickables and explosives - The player can also pickup certain objects like barrels, crates and even other NPCs to carry and help. Some of the objects while not necessarily pick-able (some barrels are both packable and explosive) can be shot and they will explode allowing you to kill lots of infected without using resources. while others can be used to barricade yourself in small confined spaces.

Controllables - From time to time the game offers the player the possibility to enter tanks or other vehicles and use their weapons to defend himself or a larger area. Is up to the player to decide whether to use them or not and for how long.

Buildings - Many unique buildings throughout the city to explore, each you can use differently, find cover in or loot. There's a level of risk associated with entering an unknown building as well so you should be careful when doing so.

Character progression - In I Shall Remain the player gains experience as a result of taking actions. Each action in game, whether is shooting a monster, repairing a weapon or simply running will award the player with experience points in attributes and skills. The way you play the game will define what kind of character you are.

Doctrines - In I Shall Remain doctrines enable your character to improve your attributes and skills or give you new abilities. Each doctrine could be upgraded each upgrade increasing doctrine’s effects or even add new ones. Currently there are up to 128 doctrines in the game.

Economy - Serum is the center pylon of the game economy system and the exchange currency. Within the game there are various traders that you can interact with by selling or buying items such as weapons, doctrines, medical kits, water, ammunition, scraps, ammo and lantern batteries. Certain traders will also offer you special kind of services (buy ammo, increase your skills level or advance skill ranks).

Quests - Like mostly everything in I Shall Remain, quests tend to resemble real-life scenarios thus everything is in to serve the purpose of the world and the story. That being said, most quests in I Shall Remain are story related but perhaps as much as 50% don’t relate to the main story branch. That's why, defining detailed side quests and stories became an important tool for us to allow the player to immerse himself into the game world and make it more believable.

Dialogs - The Discussion/dialog system in I Shall Remain is fully dependent on your choice thus drastically shaping the way your experience develops. Whole side story branches might never be touched if the player chooses not to.

Infection - The Virus is actually the main villain in the game. Everything happens because of it and you will have to deal with it on a daily basis. You cannot cure it but you can always reduce it so it won’t affect your skills and your character performance. For that not to happen though, you will always need to have a steady flow of Serum.

Tiredness - Tiredness determines how much fatigue your character gathered, increased levels of tiredness affecting your health and stamina regeneration rate as well as your chances of aiming correctly. Make sure you always take time to regularly rest inside a building out of any outside influence the weather being the main factor for it.

Scavenging - Throughout the game there are hundreds of places you can scavenge for resources, you just have to find those places and take the time to actually run the scavenge operation.

Repairing - Every weapon in the game has a wearing off factor which determines how much you can actually use it until it breaks. There’s multiple ways of repairing your weapon, from doing it yourself using scraps or breaking other weapons to having a teammate do it for you or just get it to an NPC somewhere in the city to repair it.

Teaming up - There are as many as 7 special Teammates you can take with you in your journey. Playing alone is always fun and rewarding but playing with teammates will give you a different experience altogether. Manage them, give them weapons, increase their stats and choose their path. Is all up to you on what kind of team you will lead.

Senses - There's a certain threshold under which each infected type will not sense you. Walking will make you silent, using melee weapons instead of shooting ones will do it as well.

System Requirements

Minimum:

OS: XP

Processor: Intel one core 2.4 Ghz or similar

Memory: 2 GB RAM

Graphics: NVidia 8600 or similar AMD card with support for 2.x shader profile (old Intel integrated cards may not work)

DirectX: Version 9.0c

Hard Drive: 2 GB available space

Sound Card: any sound card with 3D support

Recommended:

OS: Windows 7

Processor: Intel two cores, 3.2 Ghz or similar

Memory: 4 GB RAM

Graphics: NVidia 9600 or similar AMD card with support for 3.0 shader profile (old Intel integrated cards may not work)

The sole reason I bought into this Early Access project was that I liked the premise of an ARPG with firearms.One that preferably wouldn't turn into a pure bullet-hell late game, but took a more serious, even tactical approach.

Playtesting it, I was thoroughly surprised as to how well made it already was."I Shall Remain" offers a well thought-out experience even in its current state, you can feel from the very first minute that this is Scorpius' most ambitious project up to now and that a lot of work and love have already been invested.

The RPG-mechanics are by FAR surpassing what I had anticipated or would even have asked for, honestly.

ISR makes use of an Engine built in-house by the devs, seemingly built with the top-down perspective as a focus.Nice to see some craftsmanship instead of Unity for a change, especially when it performs and looks very well.

Of course there are a few rough edges (mainly animations IMHO), but the devs are very open minded and already aware of what needs to be done. The biggest issues that have been brought up are already being adressed, THAT is how Early Access should work.

All in all, I am very much looking forward to the release and hope that ISR and respectively Scorpius Games get the attention they deserve.My gut tells me they're going to finish this game 100%, no questions - and then probably pack another 15-20% on top of that, just because they're1) awesome2) convinced of their vision3) capable of pulling it off

So, if you came here looking for the game that would've been the outcome of "Diablo" and "Commandos" making a baby while "Hellgate London" was spying creepily through the keyhole, this is as close as you'll ever get to that!

A cross between a survival action game and rpg, I Shall Remain is full of "wtf" moments and pure joy and bliss at killing and discovering things. With a deep level progression system in place and a full repertoire of guns and items to use this game SCREAMS "PLAY ME"!! Loudly. It is one of the few EA games I fully back and support and enjoy immensely. IF you're on the fence about this, don't be. It is more fully realized and fleshed out than the other 95% of games in EA. Easily worth your hard earned cash so far.

As I got through the game enough, it's time for a review!"Do you recommend this game?" What is this? Of course I would recommend this game even if it's an early access game.It has zombies and it has progressive leveling; no shooting with a pistol and increase rifle skill when you level up, post-apocalyptic scenario, but these are personal favorites so here are more reasons:- Great atmosphere which can be modified with the sepia tone option. One of the few games that can make me live in the skin of my character!- Lovely complexity when it comes to game mechanics.- You can kill zombies with weapons ranging from bare fist to sniper rifles.- You can rush in zombies at lower difficulty levels, but also requires some micro management when it comes to harder settings.- Doctrines as bonuses to your combat abilities, but these aren't free.- You can play solo or grab yourself some team mates; it's totally up to you.- Intriguing story! Really makes me read all the dialogue lines. :D- Incredible music offered for free to the community not via a DLC as fashion dictates.- Not a fan of AAA games so graphics aren't that important, but this one has a plus when it comes to it!- Constant updates with extra story and a lot of bug fixes.- Development team is active and answers any question so you won't feel alone in the field.

With all this said, I would give this game a 9/10 as there's a lot of work and balancing to be done, but I'm sure all of these issues will be fixed in due time.Keep up the good work, guys!